Alright, that's the general gist of things. The disadvantage is that maintaining the MPM requires both chakra and HP, so the longer you stay in it, the more likely you are to lose a battle, especially since the general drawbacks from losing HP would also kick in. On the flip side is that regardless of you being in the 'mode' your chakra based techniques would gain a damage boost of +20. As for when you're utilizing the MPM, your Star Chakra is neutral to elemental techniques and senjutsu, while being weak to Biju attacks. Considering you have a natural boost from it alone, I feel that's quite a nice little advantage to have. Like I have the MPM on one of my bios solely for the damage boost.
Anyways, moving on, let's start with the first technique we'll need before continuing. I believe it's straightforward and easy to get, with the only things to keep an eye on being your HP. It does however serve as the base for other MPM techniques, so there's no avoiding it.
( Kujaku Myōhō ) - Mysterious Peacock Method
Type: Supplementary
Rank: B - A
Range: Short
Chakra Cost: 20 - 30 ( -5 per turn )
Damage: N/A ( -10 per turn )
Description: The user will make the Bird hand seal and spill their Star Chakra behind them. The technique itself manifests in the form of a feather-shaped array behind them and spreads out a peacock's tail feathers, giving it it's name. This array of chakra allows various applications with their chakra through shape manipulation. As long as the technique is active the user can make full use of the star chakra. However, the longer the technique is active, the more detrimental it is to the user's health. The user's body takes increasing damage for keeping the technique active and for using its techniques. Prolonged use of the technique is incredibly difficult, with low ranking users only being able to sustain this technique for 6 turns at a time. The user is capable of deactivating and re-activating the technique at will. However, after two usages of the technique, the user will be unable to use the technique for the rest of the match.
Note: Genin and Chunin ranked members can only use for 6 turns at a time. Jounins can use for up to 8 turns at a time.
Note: Can only be activated if the user has more than 100 health but lasts as long as the user has health.